// Copyright (c) Zhirnov Andrey. For more information see 'LICENSE'
#include <pipeline_compiler.as>


void  DeclCanvasRenderTech ()
{
	RC<RenderTechnique> rtech = RenderTechnique( "Canvas.RTech" );
	{
		RC<GraphicsPass>	pass = rtech.AddGraphicsPass( "Main" );
		pass.SetRenderPass( "UIPass", /*subpass*/"Main" );
	}
}


void  DeclImGuiRenderTech ()
{
	RC<RenderTechnique> rtech = RenderTechnique( "ImGui.RTech" );
	{
		RC<GraphicsPass>	pass = rtech.AddGraphicsPass( "Main" );
		pass.SetRenderPass( "UIPass", /*subpass*/"Main" );
	}
}


void  DeclScene3DRenderTech ()
{
	RC<RenderTechnique> rtech = RenderTechnique( "Scene3D.RTech" );
	{
		RC<GraphicsPass>	pass = rtech.AddGraphicsPass( "Main" );
		pass.SetRenderPass( "SceneRPass", /*subpass*/"Main" );
	}
}


void  DeclHWCameraRenderTech ()
{
	// skip
}


void  ASmain ()
{
	DeclCanvasRenderTech();
	DeclImGuiRenderTech();
	DeclScene3DRenderTech();
	DeclHWCameraRenderTech();
}
